Yousef SajediFar; Yousef Adib; Behnam Talebi
Abstract
The present study provided a framework for curriculum elements based on lifelong learning using the capacity of cyberspace.The method was a qualitative in phenomenological type and the statistical population included curriculum planning experts and professors of Tabriz universities in 1400-1401. The ...
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The present study provided a framework for curriculum elements based on lifelong learning using the capacity of cyberspace.The method was a qualitative in phenomenological type and the statistical population included curriculum planning experts and professors of Tabriz universities in 1400-1401. The sample size continued until the theoretical saturation of the data (15) among expert professors and the data was collected through semi-structured in-depth interviews using the snowball method.The data was analyzed through thematic coding and Smith methods.The validity was internal validity and the interviews were conducted with a predetermined program in a suitable atmosphere, with the observance of the interview conditions and away from bias and personal opinion.Considering the results of the data analysis based on the "content analysis" method obtained from interviews with the experts, 34 sub-themes were extracted and these themes were identified in eleven main themes,included Logic of curriculum,Objectives of curriculum,Content of curriculum,Learning activities,Teaching methodology,Paying attention to the role of teacher in curriculum,Materials and resources of curriculum,Space and place of curriculum,Curriculum time,Curriculum grouping and Curriculum evaluation features which formed the framework for the elements related to the curriculum based on lifelong learning using the capacity of cyberspace. Consequently, the 11 identified elements and their34 constituent indicators are the main elements of the curriculum based on lifelong learning using the capacity of cyberspace.Given that students achieve learning and education in school, thus, it is necessary to administer students' lifelong learning using cyberspace according to modern educational and communication technologies in the world, in the design of school curriculum.
maryam rajabiyan dehzireh; hamidreza maghami; salah esmaeeli gujar; sakineh sharifati
Abstract
Abstract The purpose of this study was to investigate the The effect of educational augmented reality on lifelong learning and learning performance in students. The research method is quasi-experimental with pre-test-posttest design with control group. The statistical population of this study is all ...
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Abstract The purpose of this study was to investigate the The effect of educational augmented reality on lifelong learning and learning performance in students. The research method is quasi-experimental with pre-test-posttest design with control group. The statistical population of this study is all second-grade high school students in Tehran's twelve district in the academic year of 2017-2018. 60 of them (30 in experimental group) and (30 in control group) were selected by cluster sampling method. The experimental group was trained with using Augmented Reality and the control group in the traditional method in six sessions per hour. pre-test-posttest two groups were tested using a questionnaire. The research tools included wetzel life-long learning and mehdipoor learning performance questionnaires. The findings of the study showed that there was a significant difference between the two groups of experiment and control in the learning performance and lifelong learning variable(P<0.001). In the components of lifelong learning (beliefs related to learning and motivation, information seeking skills, attention to individual competencies), there was a significant difference between the two groups of experiment and control (P<0.001). Overall, the results indicated that the use of educational augmented reality affects lifelong learning and student learning performance and cause an increase lifelong learning and learning performance in students. It is suggested that an educational augmented reality be used in education different lessons.